Unified Gaming Machine Engine Switching
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Solution Overview
Problem
Current gaming systems require distinct machines for Class II and Class III games, leading to increased costs and operational complexities for casinos, as these games are regulated differently and often need to be managed separately.
Innovation Solution
A unified gaming machine that can selectively configure to operate as either a Class II or Class III game, using a single platform with a processor and non-transitory memory to execute either a centrally determined game engine or a non-centrally determined game engine, allowing for seamless transition between game types.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If distinct gaming machines are used for Class II and Class III games, then regulatory compliance is ensured, but manufacturing costs and operational complexity increase
Solution Approach 1:
The gaming machine is designed with a universal platform that can function as both Class II and Class III gaming machines. The system includes a processor that can execute different game engines (centrally-determined for Class II, non-centrally-determined for Class III) and a display that can present both bingo-based and traditional casino games, allowing one machine to serve multiple regulatory classes
2Adaptability or versatility
If distinct gaming machines are used for Class II and Class III games, then game-specific functionality is optimized, but manufacturing costs increase
Solution Approach 1:
The system employs a universal hardware platform with a processor capable of loading and executing different game engines. The non-transitory memory stores multiple game engines that can be selectively activated, allowing the same physical machine to be manufactured once and then configured for different game types and regulatory classes, reducing per-unit manufacturing costs
Solution Approach 2:
The gaming machine incorporates dynamic reconfigurability through software-based game engines that can be loaded, unloaded, and switched during operation. The processor can transition between executing centrally-determined game engines (Class II) and non-centrally-determined game engines (Class III) based on operational requirements, providing adaptability without requiring multiple static machine configurations
3Ease of manufacture
If a unified gaming machine is used for both Class II and Class III games, then manufacturing costs are reduced, but system complexity increases
Solution Approach 1:
The system divides the gaming functionality into separate, independently manageable game engines stored in non-transitory memory. The processor can selectively execute only the required game engine (centrally-determined or non-centrally-determined) based on the desired game type, rather than having all functionality permanently integrated and active simultaneously, thereby managing system complexity through modular separation
4Reliability
If distinct gaming machines are used for Class II and Class III games, then regulatory separation is maintained, but casino operational efficiency decreases
Solution Approach 1:
The unified gaming machine provides dynamic regulatory compliance by allowing the casino to switch between Class II and Class III operational modes as needed. The processor can load appropriate game engines and configure the display accordingly, enabling the same physical asset to serve different regulatory purposes without requiring separate machines for each class, thereby improving operational efficiency while maintaining regulatory separation
Data Source
AI summary
A gaming machine is provided, including a display, a credit input device, a non-transitory memory, and a processor. The display is configurable to selectively present a centrally determined game and a non-centrally determined game. The credit input device is used to establish a credit balance for wagering on the centrally determined game and the non-centrally determined game. The non-transitory memory stores a centrally determined game engine and a non-centrally determined game engine. The processor is coupled to the non-transitory memory and the display, and is configured to select a game engine from the centrally determined game engine and the non-centrally determined game engine, and execute the selected game engine and a corresponding game.


